There’s a lot going on in the world right now, especially in my little section of it. I’ve got my Master’s program in Human-Computer Interaction Design, a potential submission to Microsoft’s Imagine Cup, a lot of awesome people to interact with, and also I just recently gotten an internship as part of the Web Team at Game Zombie, an internet site which helps to garner interest in gaming by showcasing the latest and greatest videos and material from the gaming world. They are actually pretty well known, and I’m excited to get to work with them. Here’s their latest accomplishment, which is about their ongoing series called Button Mashers. Looks quite cool – you should probably check it out.
Also, here’s a sample of the web videos they create, with this one featuring the game Dead Space:
RE5 Demo Review
As many know, I love to play video games, and hopefully I’ll end up helping to make them in the future, but a demo came out recently of one of my favorite series, Resident Evil. I just got to play the new demo, and I have some things to say from both the player’s standpoint and the interaction designer’s standpoint. Before I begin, here’s a snapshot of the gameplay, taken from my iPhone: 
The Player’s Standpoint
From a player’s standpoint, the demo was pretty good. Aside from new graphics, I feel it is still the same as RE4. The only difference is that there is another player who can help you, but you’re plopped into the middle of two infested areas with infinite zombies, with no upgraded weapons. It was both fun and frustrating, as the default button configuration was not anything like the other RE games. Many of the people who ended up playing ended up either calling for the other player, or not knowing how to reload or switch to other guns (which all of these are all important and necessary things for the player to do!). It also felt exactly like RE4, with the exact voices and feel as RE4, which was OK, but there’s some promise for improvement. I felt utterly frustrated after playing this game, as there was so much left hidden that I could not get to or understand, especially since I was playing splitscreen. This will not make for non-online gaming in this game difficult.
The Interaction Designer’s Standpoint
There’s a lot about this demo which made me like and dislike the demo from this standpoint. I did like some of the ways which the UI helps to show a lot of information. Things like life, and what the other player has are really important to show at all times. I also did like how the interface changed when the other player was in trouble, but the introductions of annoying sounds (but the good use of voice overs) made it almost impossible to not know when the other player is in need of your help. The button combination was pretty poor, as it didn’t allow me to be able to get into the game immediately. I had to constantly keep asking about buttons and how to move my fingers, rather than having fun. The traditional RE style of play would have suited much better, and not having to use two sticks to move would be much better. Learn from the GameCube and the PS2 control scheme! Also, there were quick menus and such unavailable without knowing how to get to them. Some tips on that would have been really helpful. The same cues for when an interactable are still around (glowing light), but they force you to use the X button (which is on the right, not where one’s thumb actually rests), instead of the A button. It just doesn’t gel. Overall, there was a good use of the cues which worked from RE4, but these cues were hampered by the introduction of more information and the reduced screen size (not to mention the poor control scheme). Hopefully, this will be made better for the final release.
Some Firsts
I also had the experience of doing some things for the first time in my life. I got to go to a Slow Food potluck last weekend, and there was some great food there (couscous – so nice they named it twice!). Even though I was pretty satisfied, I ended up going grocery shopping and then having another awesome experience at a White Castle. I just loved the people there, along with how the food is presented, and how it fits in one’s hand. Combine the good taste of the food, and it’s one great experience to remember. A picture of the packaging is below to show you what I mean.




